package chapter08;

import com.bulletphysics.collision.broadphase.Dbvt.Node;
import com.bulletphysics.collision.shapes.CollisionShape;
import com.jme3.app.SimpleApplication;
import com.jme3.app.state.ScreenshotAppState;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.collision.shapes.CapsuleCollisionShape;
import com.jme3.bullet.control.CharacterControl;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.bullet.util.CollisionShapeFactory;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.terrain.geomipmap.TerrainGrid;
import com.jme3.terrain.geomipmap.TerrainGridLodControl;
import com.jme3.terrain.geomipmap.TerrainLodControl;
import com.jme3.terrain.geomipmap.grid.FractalTileLoader;
import com.jme3.terrain.geomipmap.lodcalc.DistanceLodCalculator;
import com.jme3.terrain.noise.ShaderUtils;
import com.jme3.terrain.noise.basis.FilteredBasis;
import com.jme3.terrain.noise.filter.IterativeFilter;
import com.jme3.terrain.noise.filter.OptimizedErode;
import com.jme3.terrain.noise.filter.PerturbFilter;
import com.jme3.terrain.noise.filter.SmoothFilter;
import com.jme3.terrain.noise.fractal.FractalSum;
import com.jme3.terrain.noise.modulator.NoiseModulator;
import com.jme3.texture.Texture;
import com.jme3.texture.Texture.WrapMode;

public class Main extends SimpleApplication {

	private Material mat_terrain;
	private TerrainGrid terrain;
	private float grassScale = 64;
	private float dirtScale = 16;
	private float rockScale = 128;
	private BulletAppState bulletAppState;
	private CharacterControl player;
	private RigidBodyControl landscape;
	private Vector3f walkDirection = new Vector3f();
	private boolean left = false, right = false, up = false, down = false;

	public static void main(final String[] args) {
		Main app = new Main();
		app.start();
	}
	private CharacterControl player3;
	private FractalSum base;
	private PerturbFilter perturb;
	private OptimizedErode therm;
	private SmoothFilter smooth;
	private IterativeFilter iterate;

	@Override
	public void simpleInitApp() {
		this.flyCam.setMoveSpeed(100f);
		ScreenshotAppState state = new ScreenshotAppState();
		this.stateManager.attach(state);

		bulletAppState = new BulletAppState();
		stateManager.attach(bulletAppState);

// TERRAIN TEXTURE material
		this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md");

// Parameters to material:
// regionXColorMap: X = 1..4 the texture that should be appliad to state X
// regionX: a Vector3f containing the following information:
//      regionX.x: the start height of the region
//      regionX.y: the end height of the region
//      regionX.z: the texture scale for the region
//  it might not be the most elegant way for storing these 3 values, but it packs the data nicely <img src='http://hub.jmonkeyengine.org/wp-includes/images/smilies/chimpanzee-smile.gif' alt=':)' class='wp-smiley' />
// slopeColorMap: the texture to be used for cliffs, and steep mountain sites
// slopeTileFactor: the texture scale for slopes
// terrainSize: the total size of the terrain (used for scaling the texture)
// GRASS texture
		Texture grass = this.assetManager.loadTexture("Textures/grass_01_dif.tga");
		grass.setWrap(WrapMode.Repeat);
		this.mat_terrain.setTexture("region1ColorMap", grass);
		this.mat_terrain.setVector3("region1", new Vector3f(15, 200, this.grassScale));

// DIRT texture
		Texture dirt = this.assetManager.loadTexture("Textures/grass_02_dif.tga");
		dirt.setWrap(WrapMode.Repeat);
		this.mat_terrain.setTexture("region2ColorMap", dirt);
		this.mat_terrain.setVector3("region2", new Vector3f(0, 20, this.dirtScale));

// ROCK texture
		Texture rock = this.assetManager.loadTexture("Textures/granite_01_dif.tga");
		rock.setWrap(WrapMode.Repeat);
		this.mat_terrain.setTexture("region3ColorMap", rock);
		this.mat_terrain.setVector3("region3", new Vector3f(198, 260, this.rockScale));

		this.mat_terrain.setTexture("region4ColorMap", rock);
		this.mat_terrain.setVector3("region4", new Vector3f(198, 260, this.rockScale));

		this.mat_terrain.setTexture("slopeColorMap", rock);
		this.mat_terrain.setFloat("slopeTileFactor", 32);

		this.mat_terrain.setFloat("terrainSize", 513);

		this.base = new FractalSum();
		this.base.setRoughness(0.7f);
		this.base.setFrequency(1.0f);
		this.base.setAmplitude(1.0f);
		this.base.setLacunarity(2.12f);
		this.base.setOctaves(8);
		this.base.setScale(0.02125f);
		this.base.addModulator(new NoiseModulator() {
			@Override
			public float value(float... in) {
				return ShaderUtils.clamp(in[0] * 0.5f + 0.5f, 0, 1);
			}
		});

		FilteredBasis ground = new FilteredBasis(this.base);

		this.perturb = new PerturbFilter();
		this.perturb.setMagnitude(0.119f);

		this.therm = new OptimizedErode();
		this.therm.setRadius(5);
		this.therm.setTalus(0.011f);

		this.smooth = new SmoothFilter();
		this.smooth.setRadius(1);
		this.smooth.setEffect(0.7f);

		this.iterate = new IterativeFilter();
		this.iterate.addPreFilter(this.perturb);
		this.iterate.addPostFilter(this.smooth);
		this.iterate.setFilter(this.therm);
		this.iterate.setIterations(1);

		ground.addPreFilter(this.iterate);

		this.terrain = new TerrainGrid("terrain", 33, 129, new FractalTileLoader(ground, 256f));

		this.terrain.setMaterial(this.mat_terrain);
		this.terrain.setLocalTranslation(0, 0, 0);
		this.terrain.setLocalScale(2f, 1f, 2f);
		this.rootNode.attachChild(this.terrain);

		TerrainLodControl control = new TerrainGridLodControl(this.terrain, this.getCamera());
		control.setLodCalculator(new DistanceLodCalculator(33, 2.7f)); // patch size, and a multiplier
		this.terrain.addControl(control);

// We set up collision detection for the player by creating
// a capsule collision shape and a CharacterControl.
// The CharacterControl offers extra settings for
// size, stepheight, jumping, falling, and gravity.
// We also put the player in its starting position.
		CapsuleCollisionShape capsuleShape = new CapsuleCollisionShape(1.5f, 6f, 1);
		player = new CharacterControl(capsuleShape, 0.05f);
		player.setJumpSpeed(20);
		player.setFallSpeed(30);
		player.setGravity(30);
		player.setPhysicsLocation(new Vector3f(-10, 10, 10));

// We attach the scene and the player to the rootnode and the physics space,
// to make them appear in the game world.
//bulletAppState.getPhysicsSpace().add(terrain);
		bulletAppState.getPhysicsSpace().add(player);

		this.getCamera().setLocation(new Vector3f(0, 300, 0));

		this.viewPort.setBackgroundColor(new ColorRGBA(0.7f, 0.8f, 1f, 1f));


	}

	@Override
	public void simpleUpdate(final float tpf) {
	}
}